Each blast that hits an enemy gives him 1 stack of his passive. A potentially good solution for ganking a side-lane is for jungler to cover the middle-lane. Second, counter-initiation. If we can manage to attack an enemy carry, we can even outright kill them if we’re ahead and our healing capabilities make us a bit tankier than most Mages. Knowing which side they started on or where they will end allows our team to decide how they want to react to the gank timing of the enemy jungler. This is invaluable in every aspect of the game, and what it does is force the enemy to either constantly dodge your shots, or to engage you as soon as possible. Use Sunshine on cooldown and focus more on the target that needs to be stunned rather than doing damage. You can either evade skill shots or take tower/minion aggro off yourself. We will be pretty strong at this stage of the game and even though our 2nd part of S2 in fox form is hard to land, if it does it can deal so much damage. With his passive ability, Anabolic Rage, Skud heals himself enough to stay in lane longer than usual. Laville doesn’t have any active mobility skill, which means he is very vulnerable to ganks and dives. Because of her great sustain, Amily can stay in lane much longer than other champions, at least concerning HP. For purple arcana, you can either go with Benevolence or Guerrilla. His main strength lies in his ability to harass his opponent from afar. Death Sickle is a great replacement for Blade of Eternity when it’s on cooldown or if you’ve used it up twice. Support – prioritize Skill 2 because of better utility and reduced cooldown, if you play like safety/engage/disengage support. By poking the enemy a lot, it makes it much harder for them to contest our team or if they do, they will have much fewer chances of winning the fight. Squishy hero with no mobility skills. If we’re against enemies who can go invisible or use stealth, e.g Krizzix, Elsu, Quillen, etc. You should use the Chilling Frost and Diamond Dust on the enemy front laners, and position yourself on the back for the ulti as well. As already mentioned, you should always charge your passive before fights to maximize your damage in the fight. Valiance increases our HP and Cooldown Reduction. Also, Ishar has a decent crowd control in her skillset, which is another reason she is useful in team fights. Prioritize Mischief, Krixi’s main tool for damage, kiting and poking. From the very beginning of the round, Natalya is powerful in lane. People get fooled by Zukas looks and they forget how squishy he is. Ganking from behind the enemy towers will definitely surprise most enemies and tanking all the tower shots will make It even easier to kill the target. Combo hero terbaik Chess Rush biasanya adalah kombinasi antara ras dan kelas. The ideal Enchantments for Allain would be: Shadow Blade increases the damage of our next auto attack after a dash and can stack up to 3 times. The more stacks we have, the more bonus damage we deal with our auto-attacks. Movement Speed allows us to roam and gank easier while letting us stick on enemies with our auto attacks or even run away from undesired battles easier. The Arcana that would be perfect for Liliana are: These Arcana give us Attack Speed, Ability Power, Magic Pierce, HP, Movement Speed and HP Regen. Whenever you get a chance, poke the enemy hero with Righteous Fervor-Holy Guard combo. Knowing which side the enemy jungle starts on allows us to figure out who the most likely first gank targets will be. Desperate Duel gives us stacks whenever we hit enemies with auto-attacks or abilities. Hingga saat ini Chess Rush sendiri sudah memasuki season 5 dalam perjalanannya. Each stack we have gives us additional Movement Speed and once we reach 10 stacks, we recover a good portion of our HP and gain Armor Pierce. Having someone engage our allied carries and not having any abilities to be able to CC the enemy or protect our allies would be awful. Utilizing her passive ability is the key to both maximizing your burst damage and for dealing damage from a safe distance and kiting enemies. In the Mid Game, both teams will be grouped as 3-5 players and fighting for control of towers, Abyssal Dragon, and Dark Slayer. In the Early Game, if we’re Jungling, we want to clear both sides of our jungle quickly so we can reach level 4 and begin ganking enemies for our allies. Almost all damage and utility require him to be in melee range and being able to hit the targets. If you use your mobility to your advantage, you should win most of the duels easily. Blessing increases your critical chance, which is great for Moren since you want to do as much damage as possible and critical hits helps you do that. For ultimate the best option is to use it from a bush but that won’t be the case in a lot of situations, if you can use it to its full potential it can serve almost as a taunt. HP increases our survivability, allowing us to last longer during duels, skirmishes, or team fights. Yena is a dominatrix in the slayer lane. Enemy carries will be our main focus in team fights, making this perfect for Volkath. Lacking Solo power. Our S1 is great for poking enemies, making sieging towers something we also are great at. Life-steal is good only when on low health. We still will focus on doing our best to pressure the enemy carries the best we can. Elsu becomes immovable for the duration of Snipe and a little bit after. The HP Regen restores our HP faster so we can fight more often. Raging Inferno burns the enemy for additional damage based on our Ability Power. In the Mid Game, both teams will be grouped as 3-5 fighting for control of Dark Slayer, Abyssal Dragon, and towers. One of, if not, the most important utility is ganking prevention. For starters, Riktor’s ultimate has great potential with strong AD-build, however, if built AD then he can’t survive long enough for its main damage to activate. However, we can also opt to protect our ally carries if the other two options are giving us difficulty. If we’re in the enemy jungle, we can figure out where they started or potentially even steal a camp or buff, which would set them behind. Using our S2 and Ult to avoid damage becomes the key to success here and if you’re able to mitigate the enemies’ most powerful abilities or even Ults, while escaping safely, it puts your team in the position to engage since the enemy won’t have the damage to fight back. Skewer gives us Attack Damage and Armor Pierce. Positioning ourselves where the minions are in front of us in a linear pattern will allow us to hit them all with each auto-attack. Good skirmisher. Additional target. This combo has quite the impact if you execute it right. However, keep in mind that Violet is one of the weakest Marksman in the Early Game so don’t expect to win early game fights easily. While for other heroes it is good enough to guess the direction and maximum distance between you and target, with Veres you have to pay attention to minimum distance as well. However, if you go for long-distance engage, then pick everyone up, otherwise, you split your own team in two, which is not a good idea. These Arcana give us stat bonuses consisting of Attack Damage, Armor Pierce, Attack Speed, Movement Speed, Armor and HP. Enhanced Restore restores our HP and Mana by a nice amount and acts as a better version of Restore. An ideal Enchantment build for Wiro would be: River Treader restores our HP and Mana faster, and Movement Speed whenever we’re in the river. This is the right way to play Zuka even in lanes. It also helps us kill enemies easier since our damage output will be higher for all of our damaging skills. 3% may not seem like much but it adds up over the course of the game and is better in comparison to the alternative enchantment options. Either that or steal the blue buff. Veres will be at her strongest, efficiency-wise during the Mid Game. No escape. His ultimate is the only ability in the game that gives you a God mode for so long. Like most mages, Zata is fairly squishy, and if caught off guard, he can be annihilated in a matter of seconds. Low DPS, Violet excels more at burst so she struggles when fighting against multiple tanky enemies. Ignis will be at his strongest at this stage of the game and be able to dish out abilities repeatedly dealing massive amounts of AoE damage while CCing enemies. Stealth. Holy Thunder deals damage to enemy heroes whenever we hit them with auto-attacks or abilities, increasing our Poke and Burst Damage significantly. These Arcana give us HP, Armor, Attack Speed, HP Regen, Movement Speed, Attack Damage, and Armor Pierce. Don’t waste your ultimate on an enemy that is too strong to die. This is the case with Zuka. Always go in the duo lane, preferably with some tanky hero with hard to land skill shots like Grakk or Gildur. If executed well it can end the team fight before it begins. Also if enemies have a few stacks of your passive try to use it as a fake, it seems like they always forget how much you can heal so abuse that fact and bait them into charging and use your arsenal one more time. Enzo falls off here but is still a great threat due to his S2. His next auto attack triggers his passive “Fierce Shot”, as with all of his abilities. Raz is an opportunist, be it on the offensive or the defensive. Nature’s Wrath deals 2% of the enemies Max HP while reducing their Magic Defense when we hit an enemy hero with CC. Ganking for our Mid Lane can help our team earn more gold or simply give our Mid more freedom to roam and help our other allies. As long as we’re CCing multiple targets, absorbing important cooldowns, and protecting our team, we’ve done our job and the rest will be in our team’s hands. These Arcana give us Ability Power, Attack Speed, HP, HP Regeneration, Movement Speed, and Magic Pierce. In the Late Game, both teams are grouped as 4-5 and fighting for Dark Slayer, Enraged Abyssal Dragon, and Towers. With a fully stacked S1 passive, his armor and magic defense are boosted significantly. Your Ult makes you a lot stronger and can easily catch the enemy off guard since they won’t see you coming. If you are caught in the river just run you are no match for anyone in a single battle. A final option would be to scout the enemy jungle but we have to be extra careful if we don’t know where the enemy Slayer Lane or Jungler is located. When Determination is over you are at your weakest, so enemies will look to turn on you, at that moment try to Bolt out of the sandwich you are in so you can re-engage when the time is right. Without any items, she can reach insane magic and normal attack life steal. Taking down neutral objectives will also be relatively easy due to the low cooldowns to deal a lot of DPS to a single target. Once Late Game arrives, both teams will be grouped as 4-5 most of the time, and you will be fighting for control over Dark Slayer and Enraged Abyssal Dragon. Gildur’s second skill – Extravagant has a long-range, nice magic damage and it stuns which makes it a good tool for lane pushing and harassment. All of our abilities have AoE effects, making us great at team fighting. While fighting our lane opponent, landing the CC from our S2 won’t be easy since they have to be close to us and most Mages fight from a distance but we can still protect ourselves with the shield it gives. Play it safe and abuse range of Power Surge for either minions or unrelenting harassment, build up advantages however small they are. Having the extra Crit will help increase our chances of landing critical hits on enemies. However, it requires some game experience with the hero and targeting. However, her super insane damage comes in the late game when she has most of her core items. Omen is still very strong at this stage of the game and can still duel most heroes but it’s much more dangerous to split push this far into the game. It becomes better to use the Ult to protect your fragile carries, rather than engage since your damage isn’t as threatening anymore. Nakroth is a perfect choice for the jungle because of his high mobility and short cooldowns on his skills. Focus on Tactical Maneuver as your core ability and level it up first. Being tanky support, with strong base stats and the ability to pull enemy characters in, and lock them down with Taunt is what makes Mina a great and very valuable support hero. The Armor pierce will allow us to partially ignore the enemy defense with our attacks, making us do even more damage. Nature’s Rage deals damage based on the enemies’ Max HP and reduces their magic defense when you hit them with CC. If it’s too difficult to reach enemy carries, you can focus more on protecting your own carries since you have CC and you’re tanky as well. Later, as dragon loses on importance, try switching lanes with your teammates so your team has more space around Dark Slayer pit. Except for death. When the enemy goes back to the base, use their absence to damage or destroy the tower or gank side-lane. Considering everything said in here, it is clear that Superman is a high skill champion, from movement, positioning, predictions of allied actions and much more, the number of factors influencing his gameplay is enormous. The Movement Speed allows us to roam the map and gank enemies easier. If they overlap the difference can vary from 1.5 to 2.5 sec in total and it is roughly 40% variation in duration. Inconsistency. Start team fights with Sand Wraith and aim to tag as many opponents as possible. If you are ganking usually it is a good idea to come from behind your opponent and push them toward your ally. The two main ways of conducting in fights are the harass or perfect timing of the ultimate. In case the enemies don’t go for the backline, feel free to use Canned Laughter as it’s a great slowing ability. Benevolence increases our HP, HP Regen, and Movement Speed. Enemies who are attacked within the vicinity of the device will take additional damage. At least until he builds Muramasa, Enzo’s damage on at least decently armored characters is negligible. If left unchecked Rourke can easily reach the point where he’s able to roam the map and easily dispose of the opposition. Extremely powerful Ult, especially in the Early Game. If assassinating enemy carries isn’t working out, split pushing is also another option for us, since we’re great at dueling, and have good mobility. He can stack up his Passive Ability on jungle camps, minions, or neutral objectives and S1 out to the enemies, S2, Ult then S1 back to his original location. Movement Speed allows us walk faster which helps with roaming, ganking, chasing enemies and escaping enemies. It will take you a while to learn how to position yourself and make the most of your skills. This build allows Tulen to maximize his damage in the late game. Arctic Orb+Gunslinger+Endless Cycle+Raging Inferno+Deadly Claw. If you are behind in farm and levels, your job excludes straight up tanking. Rinse and repeat until you push them out or kill them. However, if we can manage to assassinate the enemy carries this far into the game, it’s pretty much a guaranteed win for our team. (Red) Shadow Blade – Deadly Claw – Curse of Death. Skewer gives you attack damage and armor pierce which allows you to do more damage to enemies overall, regardless if they have low or high armor. He’s a long-range mage specialized in poking and crowd-control. At start check for invading, if it’s happening, lvl up 2nd skill, help jungler if he is on your side. Having this kind of ultimate allows you to be that +1 extra guy at all times, be it a dragon, tower or a Dark Slayer you will always be there to support your team and fasten up the process. Destroyed towers count as an obstacle, thus Zipp will bounce off of them. Because of that, he is one of the most difficult heroes in Arena of Valor. Having this allows us to heal and protect allies more frequently with our ult, which is definitely what we’re looking for. In the Blue Arcana slots you should place Guerrilla (Attack Speed +1%, Movement Speed +1%) or Reave (Life Steal +1.6%). Getting Hecate’s next will boost your damage a lot. Magic Pierce helps us bypass enemy defenses somewhat and increases our burst damage against priority targets. Requires stacking. It becomes much more dangerous for him since he is still fragile himself but needs to get close to fight. It also allows us to position ourselves further back, increasing our chances of survival since we probably won’t be the first one targetted by the Assassin or diver. Exceptional range and burst. Mobility. After using the ability, you can use a second jump within 5 seconds, which also does damage but does not knock your opponent into the air. However, entering a fight after most powerful abilities have been used, we can kill the enemy carries quickly and everyone else afterward with our team’s assistance. And without stacking, making it harder to get access to our Ult. Qi’s skill set allows her to be very tanky. Yena doesn’t really have any weaknesses unless you do misplay. Aleister has no skills for running so you have to take Flicker or Run and hope for the best. Taara has some control and mobility, that can be used to either catch the fleeing enemies or escape from harm. and some Mages, Zill, Marja, Sephera, etc. When you gain a red buff go and gank the mid lane. He also does a nice amount of damage when sieging towers if he’s using his Ult as well. We can even decide to split push if the opportunity arrives since Kil’Groth is great at dueling enemies. Creativity. We will be able to go from lane to lane, gank enemies, protect allies, and continuously heal as we go, rather than recall to the base all of the time. This helps a lot, especially since we lose our energy running charge whenever we get CC’d. some Marksman, e.g Brunhilda, Tel’Annas, Yorn, etc. Sea Anchor throws an ancor on front of Ata, dealing damage to enemies and slowing them. Benevolence increases our HP Regen, HP, and Movement Speed. Fennik’s passive, Hidden Weapons allows him to deal bonus physical damage with every third normal attack. Managing cooldowns is crucial when playing Ryoma. The tier rankings are: Bronze-In … Valiance increases our Cooldown Reduction and HP. Amily will be at her peak strength and effectiveness and be able to draw a lot of pressure to herself by split pushing. Pada season 5 ini, skill milik Marshlord dibuff. You can just pick Rourke and fit into any composition. The early game focus on farming and getting your items as fast as you can, try to avoid big fights as much as you can as you are pretty squishy early on and without any real items, you don’t do much. HP Regen restores our HP faster and synergizes well with our River Treader Enchantment so we can regenerate our HP even faster while roaming to assist our allies or gank enemies. Recasting S1 is the final nail in the coffin, and that’s usually enough to shut down most foes. If we’re Jungling, we can exchange our Leviathan for Blade of Eternity if the game drags on that long. The Ability Power increases the damage of all of our abilities, making us even deadlier. A wonderful item build for Kil’Groth would be: If our Blade of Eternity runs out of uses or is on cooldown, we can swap it out for a Death Sickle. Each stack gives us 10 bonus HP, and the maximum amount of stacks we can have are 80. You can check Capheny’s place in the arena of valor tier list at the top of the page. Good skirmisher. Ultimate can even be used defensively at times, stunning an enemy who was going to kill your teammate. In team battles make sure you are in the back. An efficient item build for Wonder Woman is: If Blade of Eternity runs out of uses or is on cooldown, we can exchange it for Death Sickle. Both teams will be grouped as 4-5 players fighting for Dark Slayer, Enraged Abyssal Dragon, and towers. This helps our survivability greatly in lane since most Slayer Lane heroes are Physical Damage heroes and even helps throughout the game since most team compositions are composed of multiple Physical Damage dealers. An ideal Enchantment build for Paine would be: Raging Inferno burns the enemy for bonus damage based on AP when we hit them with auto-attacks or abilities. Holy Thunder deals bonus damage when we auto-attack or cast abilities on enemy heroes, which helps us with our burst damage and overall damage output. Versatility. You can also use your ult to protect your allies if an assassin or someone dives in on your fragile carries. It means the location of the team fight can easily shift so much that she is unable to attack unless removing the ultimate and move out. In the Late Game, both teams will be grouped as 4-5 players, fighting for neutral objectives and towers. Armor Pierce allows us to partially ignore the enemy’s Armor to deal increased damage to enemy heroes with our attacks since we deal Physical Damage. Since our HP and Mana pools are smaller in the Early Game, it makes a bigger difference, percentage-wise in recovery. Constantly be aware of enemy item builds. 97. We can win trades against most enemy Slayer Lane heroes, allowing us to be able to push first comfortably, letting us control the tempo of the Early Game. Otherwise with Flicker + escape skill, and you will have no means of catching up to them. In the Early Game, we want to clear our jungle as fast as we can so we can reach level 4. The HP will increase our durability against all damage sources, even true damage and it works well with our armor and magic defense from our items. When used the first time, it knocks an enemy or minion into the air and does damage. All of this plays well in hand of this mighty split pusher and one-vs-one powerhouse. All of these bonuses make fighting easier for us, allowing our team to comfortably transition into the Mid Game. Regardless of the situation we’re in we will always be useful in one way or another. Unique CC with Ult that’s extremely versatile. Everyone else should know that Florentino is not an easy champion to pull-off. Note that enemies are being warned by the proximity of your presence, and from a fair distance also. If the enemy chooses to ignore us, because we’re immortal, we can continuously damage enemies. This is not the case with mana. Good for clearing minions and keeping enemies locked in place. Even though we’re not building tanky items, it will make it feel like we are, since we’ll be relatively difficult to kill. Categories. It’s a double-edged sword but benefits us greatly since the enemies we attack are usually dead before they can fight back. This can be very clutch in some situations. So if you cast Mischief from maximum range and move away, there is a chance you won’t last-hit some minions and if they die before you return into the range, it is wasted EXP for you. High mobility. If your teammates have some cc, use Tail Sweep for buffing your auto attack speed (abusing your ultimate true damage buff to auto-attack). Raging Inferno deals additional damage for a couple of seconds when you land an auto attack or ability on an enemy hero. Stacking becomes more difficult to do safely because the enemy will try to clear both jungles. Lifesteal is so important for Nakroth since he doesn’t have much HP, so he can heal himself by attacking minions quickly with 10x Reave(16% lifesteal), which allows him to always be present on the map. No matter how talented you are, practice this champ a lot before joining ranked matches. No means of escape. This means you are waging war on two fronts in a gameplay sense. HP Regen increases how fast we gain HP and helps us stay healthier in the laning phase and even throughout the game so we won’t be forced to recall as much as we would have to without it. Attack Speed makes us do more damage to our auto attacks. Enhanced Restore restores some of our HP and Mana immediately, which helps keep us healthier throughout the Early Game to help us score kills and snowball. Capheny is one of the most mobile and strongest Marksman in the game. Desperate Duel gives us stacks each time we hit an enemy hero with auto-attacks or abilities and each increases our Movement Speed. We most likely won’t be able to get close to enemy carries to CC  them but we deal so much damage to their frontline, making it hard for them to dish out damage comfortably, which indirectly is influencing them in a negative way. Help your teammates only if you are absolutely sure kill or assist is imminent. Paine has several abilities that allow him to dive into the enemies and stick close to his target. Armor Pierce allows us to bypass the enemy’s armor partially to deal increased damage and higher burst damage against priority targets. Being careful about the fact the ultimate can be interrupted is recommended. In the Mid Game, both teams will usually be grouped as 3-5 players, fighting for control of Dark Slayer, Abyssal Dragon, and towers. Gunslinger increases our Attack Damage by 10 for each stack we get, for a total of 6 stacks for 60 Attack Damage. The bonus Attack Speed synergizes nicely with Allain’s Passive Ability, allowing you to stack faster and do more damage. 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